Proposal: Fish Buildup
Timed out, 1-3. Failed by JonathanDark.
Adminned at 05 Aug 2024 05:00:38 UTC
Add a new dynastic rule called “Buildup”
Each Cell has a publicly tracked integer Buildup, which defaults to 0. Buildup should be tracked by adding the Buildup in parenthesis after the name of the cell in the sea chart.
Cells can be Fished or Unfished, and by default are Unfished. Cells that are Fished are publicly tracked by adding a * after their name in the sea chart, while Cells that are Unfished have no such mark.
When a Fishing Contestant performs the Collect Catches action, then as part of that action they receive a number of catches equal to that cell’s buildup (in addition to any other catches they earn from that action), the buildup of that cell is set to 0, and that cell becomes Fished
There is a publicly tracked value known as Rounds Until Buildup Is Updated which defaults to 3
Update Buildup is an atomic action with the following steps:
* Increase the Buildup of every Unfished Ocean Cell by 2
* Increase the Buildup of every Unfished Cell that does not have a Landmark and is not in the list of Disturbances by 1
* Make every cell Unfished
* Set Rounds Until Buildup Is Updated to be 3
Add the following step to the Sight Disturbances action, right after the “Any fishing contestants in that cell are moved to a legal adjacent cell in a random direction, if possible” step
Set the Buildup of that Cell to be 0
Add the following step in the second to last spot of the Sight Disturbances action
Reduce Rounds Until Buildup Is Updated by 1. If Rounds Until Buildup Is Updated is 0, perform the Update Buildup action
JonathanDark: he/him
This feels like we’re incentivizing fishing the “regular” Cells disproportionately. You can already get Catches from them, so why add more? The idea is to entice people to move around and spend Energy. Otherwise people will just circle near the Judge’s Hut.